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OFFICIAL CORONATIONVersion 1.0 Live on Steam • Global Launch

The Nine Realms awaken! Unleash Joker Mode, conquer Quest Mode, and forge broken 3x3 synergies.

Launch Clock
Nov 12, 2026 • Live
1.0 Patch
THE 81 CAMPAIGN TRIALS

Quest Mode Master Guide: All 81 Quests & Solutions

Quest Mode is 9 Kings' premier puzzle challenge mode. Unlike standard skirmishes, each of the 81 quests imposes strict custom modifiers, inverted rules, and specific failure conditions. Here is the verified route and deck setups to unlock all 9 monarchs.

9 Kings Quest Mode Interface
Quest Mode Campaign Map: Clear 9 sequential trials per faction to unlock all Kings, Perks, and Masteries.

Recommended Campaign Progression Route

Attempting advanced quests out of order often leads to frustration. We recommend tackling the 81 quests in the following community-approved sequence:

Stage 01Quests 1 - 9

King of Nothing

Basic infantry grids, standard soldier scaling, and farm mechanics

Stage 02Quests 10 - 18

King of Spells

Chain lightning, spell cooldown reduction, and library duplication

Stage 03Quests 19 - 27

King of Greed

Overcoming debt traps, gold dispensers, and high-interest economics

Stage 04Quests 28 - 36

King of Blood

Corpse harvest, cemetery rotations, and dark altar sacrifices

Stage 05Quests 37 - 45

King of Nature

Boar HP scaling, forest clustering, and spore infestation

Stage 06Quests 46 - 54

King of Nomads

Cavalry skirmishes, terrain mobility, and dynamic grid repositioning

Stage 07Quests 55 - 63

King of Stone

Siege defenses, golem armor sharing, and indestructible keeps

Stage 08Quests 64 - 72

King of Progress

Workshop automation, population quotas, and rebellion suppression

Stage 09Quests 73 - 81

King of Time

Temporal stutter, paradox duplication, and chronological rewinds

Step-by-Step Solutions: Nightmare Difficulty Quests

Detailed tactical solutions for the quests that fail players the most

King of Greed • Trial #7

Fugitive (The Debt Trap)

Nightmare
Clear Condition:

Survive to Year 15 while starting with -50 Gold and accumulating 15% annual debt penalty.

Special Trial Modifiers:
  • •Debt Collector: Every 3 years, debt interest increases by 5%.
  • •Bank Freeze: You cannot buy cards from the standard shop until your debt is completely paid off.
  • •Mercenary Bounty: Enemy mercenary waves spawn with extra health seeking your bounty.
Recommended Deck & Decrees:
Cards: Gold Dispenser, Vault, Hired Sellsword, Tax Collector, Beacon
Decrees: The Royal Loan, Tax Collector, Transmutation
3x3 Grid Deployment:

Place Gold Dispenser in Tile 5 (Center) flanked by Vaults in Tile 4 & 6, and a Beacon in Tile 8 to maximize attack speed loops.

Turn-by-Turn Execution Strategy:

✓Year 1-3: Do not attempt to buy cards. Let starting Footmen handle the initial trash mobs. Utilize Transmutation or Tax Collector to scrape together positive gold.
✓Year 4-6: Rush to place a Gold Dispenser in the center tile. Every coin earned from dead enemy bounty hunters immediately increases the Dispenser’s attack speed.
✓Year 7: Clear the initial debt! As soon as your treasury crosses 0g into positive balance, the Bank Freeze lifts.
✓Year 8-12: Deploy Amplifiers and Beacons adjacent to your Dispenser. The compound gold interest quickly turns your single tower into a high-caliber rapid-fire cannon.
✓Year 13-15: Stack defensive Sellswords on the perimeter to body-block incoming heavy cavalry.
Common Traps:
  • • Taking unnecessary card rerolls before clearing debt, which compounds your deficit.
  • • Placing the Dispenser on a corner tile where it cannot reach both lanes.
Mastery Pro Tip:

The Dispenser retains its attack speed boost even if your gold fluctuates later. Once it hits +300% attack speed, no basic unit can breach your perimeter.

King of Greed • Trial #4

Shopping Spree

Hard
Clear Condition:

Purchase at least 25 cards from the Merchant and win at Year 12.

Special Trial Modifiers:
  • •Consumerism: Reroll costs are halved, but merchant prices increase by 1 gold every purchase.
  • •Inflation: Enemy units gain +2% attack per item bought.
Recommended Deck & Decrees:
Cards: Gold Dispenser, Vault, Amplifier, Beacon
Decrees: Bargain, Development, Tax Collector
3x3 Grid Deployment:

Center Dispenser with Beacon below (Tile 8) and Amplifiers left/right (Tile 4 & 6).

Turn-by-Turn Execution Strategy:

✓Prioritize Bargain decree early to offset price inflation.
✓Use the discounted rerolls aggressively to find high-rarity utility buildings.
✓Equip Vaults early so the interest rate surpasses the merchant cost hike by Year 8.
Common Traps:
  • • Hoarding gold instead of spending it to trigger the 25-purchase objective before Year 10.
Mastery Pro Tip:

Buying 0-cost or 1-cost basic cards still counts toward the 25-purchase goal without draining your main treasury.

King of Blood • Trial #8

Necropolis (The Bone Tide)

Nightmare
Clear Condition:

Defeat the 4-phase Undead Lich King at Year 16 using only sacrificial and corpse mechanics.

Special Trial Modifiers:
  • •Desolation: All standard unit regeneration and healing are reduced to 0.
  • •Soul Harvest: Units only gain power when allied units die within their orthogonal aura.
  • •Corpse Rot: If unharvested, fallen bodies turn into hostile ghoul swarms after 10 seconds.
Recommended Deck & Decrees:
Cards: Sacrificial Altar, Cemetery, Blood Cultist, Imps, Paladin Champion
Decrees: Blood Pact, Embalming, Desperate Measures
3x3 Grid Deployment:

Sacrificial Altar in Tile 5, flanked by Cemeteries in Tile 2 and Tile 8. Cultists deployed in Tile 4 & 6.

Turn-by-Turn Execution Strategy:

✓Year 1-4: Rapidly deploy low-cost Imps and Cultists. Treat them as disposable ammunition to charge your central Altar.
✓Year 5-9: Build Cemeteries on both vertical ends. When your Cultists perish, they trigger Embalming and rise as Skeleton Warriors.
✓Year 10-14: Activate Blood Pact. Sacrifice 20% of your Citadel health to trigger instant death on enemy siege beasts.
✓Year 15-16: When the Lich King spawns, your fully stacked Altar releases an Abyssal Fiend with over 15,000 HP and lethal cleave damage.
Common Traps:
  • • Trying to keep low-tier units alive. The entire Necropolis mechanic requires a high casualty rate to fuel your boss-killer engines.
  • • Ignoring Corpse Rot: Always ensure an Altar or Cemetery is in range to absorb bodies before they turn hostile.
Mastery Pro Tip:

Pairing Paladins with Blood Cultists allows Paladins to absorb damage while Cultists sacrifice themselves behind them, triggering huge stat spikes.

King of Progress • Trial #9

Universe 25 (The Utopian Collapse)

Nightmare
Clear Condition:

Maintain a population of over 100 mechanical units without triggering a City Rebellion before Year 18.

Special Trial Modifiers:
  • •Overcrowding Stress: Every unit above 50 increases the annual Rebellion Chance by 2%.
  • •Rebel Sabotage: If a rebellion triggers, 50% of your mechanical units turn hostile and attack your Citadel.
  • •Infinite Assembly: Workshop production speeds are multiplied by 3x.
Recommended Deck & Decrees:
Cards: Assembly Line Workshop, Clockwork Soldier, Steam Fortress, Labor Union, Overclock
Decrees: Futurism, Overwork, Marching Orders
3x3 Grid Deployment:

Tile 1, 3, 7, 9 with Workshops. Tile 5 with Citadel. Tile 2, 4, 6, 8 with Steam Fortresses and Automated Turrets.

Turn-by-Turn Execution Strategy:

✓Year 1-5: Build standard Clockwork forces, but hold back on excessive duplication until your defensive grid is secure.
✓Year 6-10: Draft Labor Union or peaceful decrees to actively lower rebellion probability.
✓Year 11-15: Deploy high-tier Steam Fortresses equipped with suppression auras. If a localized mutiny occurs, fortress cannons suppress it instantly.
✓Year 16-18: Unleash full 3x Assembly output during the final two years to flood the battlefield and pass the 100-unit quota.
Common Traps:
  • • Spawning 80 units by Year 6 without any rebellion suppression perks, causing an immediate game-over collapse.
Mastery Pro Tip:

Clockwork Soldiers count as full population units. Upgrading a single workshop to level 5 produces fewer but far stronger units, keeping rebellion risk low.

King of Spells • Trial #5

Static Overload (Chain Reaction)

Hard
Clear Condition:

Defeat all enemy waves without placing a single physical Melee Unit.

Special Trial Modifiers:
  • •Pure Sorcery: Physical infantry and cavalry cards are disabled from draft pools.
  • •Mana Surge: Spell cooldowns reduced by 40%, and Citadel chain lightning jumps 5 times.
Recommended Deck & Decrees:
Cards: Arcane Library, Apprentice Wizard, Archmage of the Veil, Static Charge, Chain Lightning
Decrees: Spell Echo, Transmutation, Bunker
3x3 Grid Deployment:

Citadel in Tile 5, surrounded by 4 Wizards in Tile 2, 4, 6, 8, with Arcane Libraries in Tile 1 and 3.

Turn-by-Turn Execution Strategy:

✓Year 1-4: Place Wizards in diagonal crossfire positions. Upgrade Citadel chain lightning immediately.
✓Year 5-8: Place Arcane Libraries to automatically duplicate Static Charge enchantments onto your ranged mages.
✓Year 9-14: Cast Spell Echo on Chain Lightning to vaporize incoming armor columns before they can touch your base.
Common Traps:
  • • Letting fast enemy cavalry slip through unshocked. Always keep at least two Static Charges active.
Mastery Pro Tip:

Chain lightning stun locks enemy bosses. Maximize attack speed on your mages using the Beacon synergy.

King of Nature • Trial #6

The Great Drought

Hard
Clear Condition:

Clear Year 14 with Forest terrain growth reduced by 80%.

Special Trial Modifiers:
  • •Arid Soil: Forests cannot spread organically and cost triple gold to plant.
  • •Dehydration: Beast units lose 2% max HP per second unless near an Oasis tile.
Recommended Deck & Decrees:
Cards: Wild Boar Charger, Mycelium Spore-Pit, Procreate, Feast
Decrees: Feast, Bunker, Development
3x3 Grid Deployment:

Cluster your single guaranteed Forest in Tile 5, and ring it with 4 Wild Boar dens in adjacent cardinal tiles.

Turn-by-Turn Execution Strategy:

✓Conserve your starting Forest at all costs. Do not let enemy siege weapons destroy Tile 5.
✓Use Procreate to multiply your Boars quickly so their sheer density overpowers enemy lines despite the HP drain.
✓Activate Feast decree to grant massive +35% bonus health bursts to counteract dehydration ticks.
Common Traps:
  • • Spreading beasts thinly across the map. They must remain clumped around the single moisture source.
Mastery Pro Tip:

Boar HP scaling scales faster than the 2% dehydration damage once they reach 3+ multiplier stacks.

Need specific cards for these quest solutions?

Explore the complete 54-card database with stats, costs, and orthogonal synergy bonuses.